Since I began playing role-playing games in 1979, designing adventures has been one of my biggest challenges.
For me, writing rules is straightforward. It’s a linear process with few variables—whether I’m drafting new magical options or creating rules for domain actions in Shadow, Sword & Spell. With careful planning, it’s easy to approach: you identify a problem, formulate a rule to address it, write it down, and move on to the next task.
Writing about a game’s setting and background material is also relatively simple. You assess what needs to be covered, conduct necessary research, do some prewriting, and then draft the piece. Editing can be tedious, but it, too, is a straightforward process.
Here are a couple of examples to clarify my point.
When I was working on Project Phoenix (a project I hope emerges from the flames), I took on the task of writing the equipment chapter. While it seemed like no one else wanted the job, I found it enjoyable. Yes, enjoyable. I liked considering what needed to be covered and integrating historical elements aligned with the rules’ goals. Even writing about mundane topics like equipment and services was fun. The process continued with balancing stats for weapons and armor, making each item unique. The final step was writing concise, informative descriptions for each item, which I also found enjoyable. Easy, right? Yes.
It’s even easier to write fluff—the setting details, sections on specific topics, and anything else that provides players with the information they need to understand the game world. In Colonial Gothic, I include a lot of detail and information, all requiring significant research and planning. After that, writing, trimming, editing, and finalizing the material is fun. I love sharing my knowledge and take pride in writing for the game. Why? Because I make the material as approachable as possible. Playing with the text to incorporate the game’s secrets is also fun—there are many hidden secrets, and uncovering them requires planning and effort.
However, I struggle when it comes to writing adventures. The reason for this is my ASD. I constantly run scenarios through my head, as life is one massive if/then statement. I’m not a linear thinker and find it challenging to make quick decisions. Some might call this indecision, but for me, it’s about examining all possibilities before concluding.
For example, if I choose A, it might lead to B and C. But what if B leads to Z and then back to C?
Or,
A = B = X or M.
Or,
If A = X, what happens if it equals Q?
It’s exhausting.
Math, on the other hand, is easier for me—2 + 2 always equals 4.
Prove that for any real numbers x and y, sin x = sin y implies x = nπ + (-1)ny, where n ∈ Z
Proof: If sin x = sin y, then sin x – sin y = 0
⇒ 2 cos (x + y)/2 sin (x − y)/2 = 0
⇒ cos (x + y)/2 = 0 or sin (x − y)/2 = 0
⇒ (x + y)/2 = (2n + 1)π /2 or (x − y)/2 = nπ, where n ∈ Z
i.e. x = (2n + 1) π – y or x = 2nπ + y, where n ∈ Z.
Hence x = (2n + 1)π + (–1)2n + 1y or x = 2nπ + (–1)2n y, where n ∈ Z.
Combining these two results, we get x = nπ + (–1)ny, where n ∈ Z.
(source Cue Math: Trigonometric Equations)
Easy. Straight forward. Predictable.
Proofs like these are straightforward for me. Even though the final answer requires work, there’s a clear solution.
So, how does this relate to writing adventures? Here is one more example that illustrates my point.
That’s the clue/relationship diagram for Hell Hath No Fury, the first adventure for Colonial Gothic 4E. Every box and line represents where a clue or relationship leads. Some links are dead ends, while others loop back. Even with this diagram, I must consider how players react to or miss these clues. This adventure is like a Rube Goldberg machine.
This is why I find writing adventures so challenging—I struggle with the many variables. Straightforward adventures, where I can predict events predictably, are easier. But what’s easy for me isn’t always fun for others.
Still, I continue. I have a game people enjoy, and I want to provide them with adventures to explore the world.
Current Kickstarter News
The Colonial Gothic Kickstarter is still open for late pledges. If you or someone you know hasn’t backed it, there's still time.
For those who have already backed it, you’ve been receiving my weekly updates. I’ve been working on cutting back on the rambling, but I still want to keep everyone informed about the project’s progress.
Okay, I’ve gone on long enough.
Take care and be kind to each other.
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